Learning Frameworks: Theory to Practice.
Transcription
Learning Frameworks: Theory to Practice.
Learning Frameworks: Theory to Practice. Peter Crabbe, Chief Program Officer, Kidspace Children's Museum, [email protected] Peter Olson, Executive Director, Children’s Museum of Southern Minnesota, [email protected] Suzy Letourneau, Research and Evaluation Specialist, Providence Children’s Museum, [email protected] Robin Meisner, Director of Exhibits, Providence Children’s Museum, [email protected] Interactivity 2016 Why Frameworks? Peter Crabbe Ed.D. Chief Program Officer Kidspace Children’s Museum Interactivity 2016 Structure, Clarity, and Creativity Diversity and Organic Change Establishing an Organization’s Uniqueness AND Place in the Greater Landscape Flow: Mihaly Csikszentmihalyi • Signs of Being in a State of “Flow” • (1) You lose awareness of time • (2) You aren’t thinking about yourself • (3) You aren’t interrupted by extraneous thoughts • (4) You are active • (5) You work effortlessly Frameworks Shouldn’t Feel Like This! Scaffolding and Supporting Frameworks: Scale Frameworks for Filtering Frameworks Help to Focus Growth Practical Tools Tracking Progress When Things Don’t Go as Planned. When Things look Good on the Surface but Don’t Match Up. What are we at Kidspace Thinking About? • Kidspace Experience Development Framework a. Desired Results/Outcomes • Understandings and Big Ideas b. c. Evidence of Outcomes Experience Plan • Big Ideas • • • • Refers to core concepts, principles, and theories…. Organizes large bodies of factual information into categories Transfers to new fields of study and new situations Is abstract, requiring investigation to probe its implications • • http://www.nhcs.net/instruction/citw%20year%20I%20links/Big_Ideas_and_Essential_Questions_in_Curriculum.pdf Wiggins, G.; & McTighe, J. (2005). Understanding by design. Alexandria, VA: ASCD. Learning Frameworks ACM InterActivity 2016 Permanent Facility Opened May 1, 2015 After ten years of planning, opening weekend was celebrated by more than 3,000 visitors One of the Busiest Museums in Greater MN • 100,000 visits in first 12 months • Nearly 2,800 member families • More than 10% of visits are free or reduced admissions Depth and Reach • Visitors arriving from: • 31 US States • 64 Minnesota Counties • 53,000: Mankato, North Mankato Population Grow Sustainably Critical Planning Documents • Environmental Scan • Feasibility Study • Learning Experience Master Plan • Including Learning Framework • Business Plan • Strategic Plan Learning Experience Master Plan • Learning Framework Components • Exhibit Experience Approach • Gallery Concepts Developmental Roadmap Research and Preparatio n Activities Outreach tour Traveling exhibits Planning Team discussions Museum tours Outcome Shared information about activities and experiences that are engaging to CMSM visitors and compatible with CMSM and the community. New Exhibits Play Lab Activities and Steps: Building CMSM’s Learning Framework Activities and Steps: Completing CMSM’s Learning Framework Gather, distill, and prioritize information and ideas. Identify broad questions about audience, learning, and experience to answer through Play Lab. Identify promising Play Lab activities to answer questions. Gather information (through observations, interactive surveys, etc.) from Play Lab to answer questions. Assess and interpret results of Play Lab observations and surveys. Articulate Learning Approach for all museum experiences. Complete Learner Profile Identify Focus Areas. Compose Learning Experience Goals for exhibits, programs and outreach Characterize experiential spirit & style. Outcome CMSM Learning Framework that consolidates its learning interests across all its offerings. Promising ideas about audience, learning, and experience to test with visitors to Play Lab. Outcome Exhibit Planning and Production Steps Exhibit Experience Approach Concept Development Preliminary Plan & Design Final Plan & Design Bid/negotiation Fabrication & Installation Remediation Outcome Interactive exhibits aligned with the museum’s mission, vision and values that meet high expectations for engagement, safety, and durability. Universally Shared Vocabulary Terms and Definitions A Learning Framework is a strong set of foundational ideas consistent with a museum’s driving principles such as its mission, vision, and values. A Framework translates these ideas into a platform to guide planning and evaluation of all learning experiences including exhibits, programs, interpretation, etc. It focuses, sets priorities, creates emphasis and defines key relationships for concentrating the museum’s learning interests on exemplary learning experiences. Typical elements of a Learning Framework: Learning Purpose defines a museum’s broad learning aspirations. Learning Principles emerge from the Learning Purpose and address the basic conditions that support learning, particularly in informal learning settings. They are grounded in child development, learning theory, and research. Learner Profile summarizes important information about segments within the entire audience, based on significant characteristics (such as age) that must be addressed to make progress towards the Learning Purpose. Cornerstones help define the territory from which a museum will draw topics and subjects to explore in its exhibits and programs. They reflect an organization’s mission and Learning Purpose and designate how it intends to distinguish itself from other organizations serving the same audience, produce significant learning value for the community, and build internal capacity. Impacts highlight where a museum hopes to make positive contributions to the lives of the children and adults it serves and to the community. Learning Experience Goals define what an organization hopes to accomplish through its primary learning experiences. Spirit and Style express the personality of exhibit and program experiences and is consistent with the Learning Purpose and Learning Focus. An Exhibit Experience Approach highlights the nature of the experience that is central to the rich set of exhibit experiences a museum will create for children, their parents, caregivers, grandparents, and teachers. Experience Builders are important experiences that all children in a museums age range, regardless of background, should enjoy regularly with family, friends, and peers. Play Conditions are factors in the physical and social environment a museum can vary to enable, encourage, and extend children’s play and exploration. Experience Thread is an overarching image or concept that often imperceptibly unifies and brings coherence to a wide range of activities and experiences across multiple exhibits or galleries. Gallery Typology A small area or activity appropriate for very young children A place to read, share or discover stories Tod Pods Story Threads Local, Found & Natural Community Made Objects and materials that are old, found, natural and locally meaningful Parents @ Play Evidence of community input and contributions Props, opportunities, and messages for parents to engage in play Play = Possibilities Connect galleries with different interpretations of this thread. Thorough Audience Description A Shared Understanding of Learning A Shared Understanding of Learning Learning Framework Today • Aligning Learning Framework engagement with: • Strategic Plan implementation • Values development • Professional development • Play work training • Play observations Asking the Questions: • How can we be more valuable to the learning community? • What is the community’s view of learning at the Museum? • Do we ALL have a shared understanding of learning? • How does our Learning Framework aid our mission and vision? Learning Frameworks ACM InterActivity 2016 Providence Children’s Museum Learning Frameworks Robin Meisner & Suzy Letourneau The mission of Providence Children's Museum is to inspire and celebrate learning through active play and exploration. serving children ages 1 to 11 and their adult caregivers Audience • 161,068 visitors in 2015 • 30% welcomed free of charge • 24% of visits by 2,124 member families • Most (90%) visit in family groups • Children’s ages: 1 or 2 (31%), 3 or 4 (30%), 5 to 8 (30%), 9 and up (7%) • Average age of child: 4.3 years Providence Children’s Museum · ACM: Stamford, CT · May 5, 2016 Re-examining Learning Frameworks 1977 Children’s Museum opens in Pawtucket, RI 1978/79 Staff defines learning philosophy – children learn through play 1997 Relocates to downtown Providence, tripling size; learning philosophy updated 2008 Play Power exhibit opens; play advocacy begins 2013 Research – how do children learn through play? 2014 – Present Learning frameworks updated to clearly define beliefs about play and its connection to learning Providence Children’s Museum · ACM: Stamford, CT · May 5, 2016 Why Re-Examining the Learning Frameworks? The need • To update and further develop existing Educational Philosophy • To clearly articulate our shared beliefs about play and learning, and what evidence supports these views Goals • Build a sense of ownership of the philosophy among staff • Develop a shared language about play and learning to inform our practices and communicate more clearly with visitors • Understand what the Museum can provide to support both play and learning, improving the visitor experience The messy process of thinking together updating the learning frameworks Providence Children’s Museum · ACM: Stamford, CT · May 5, 2016 Many, many drafts... Learning Frameworks (in brief) Learning is… • • • • • • Experiential: based on personal, active and multisensory experiences Dynamic: building on itself and changing over time and across development Physical: Involving physical actions and experiences Social: Shaped by interactions with others Emotional: Shaped by feelings, motivations, and interests Cultural: Shaped by cultural contexts and values All of these aspects of learning are interrelated and impact one another. Connections between exploration, play and learning Play: Freely-chosen, personally-directed, intrinsically motivated and involves active engagement Exploration: Intentionally gathering information about the world using all the senses The Museum recognizes the connections between exploration, play and learning, and acknowledges that playing and learning are processes that share many characteristics. By providing an environment that is supportive of children’s play and exploration, the Museum also supports children’s learning. What the Museum provides to support exploration, play and learning Three integral parts of Museum experiences Exhibits and environments • Programs, including those offsite • Facilitation Defining features of Museum experiences Each experience does not necessarily address every feature listed here, but as whole, experiences across the Museum consider and incorporate the following characteristics. • Child-centered • Choice • Active • Challenge • Sensory • Social support • Tangible • Time and space • Familiar & unexpected • Aesthetics • Developmentally meaningful • Making learning visible • Thoughtful & respectful Outcomes for learners at the Museum (in progress) As a result of their experiences, Museum learners... • Play, explore and learn in many different ways. • Are inspired, engaged and motivated – by the environment, by others and by pursuing their own ideas and interests. • Express their creativity and individuality. • Make connections – building on prior knowledge and experiences. • Think of themselves as learners – reflecting on their ideas and perceiving themselves as active and capable learners. • Feel respected, safe and comfortable. • Are respectful – of themselves, other people and the world around them. Next Steps: Using the Frameworks • Continuing to clarify the Outcomes for Learners • Sharing drafts internally for feedback, working toward a common language among staff • Developing training and assessment tools for frontline staff • Developing assessment tools for programs • Conducting Museum-wide exhibit assessment and future planning • Developing messaging for adults about children’s play and learning